Post subject: Inside the minds of the design team - Yaddle, Jedi Master

Posted: Sat May 09, 2015 7:32 am

Imperial Dignitaries

Joined: Mon Sep 03, 2007 12:17 pmPosts: 5934

LESHIPPY Online

Added the descriptor. It can always be removed=====================

TimmerB123 Sun Sep 14, 2014 2:30 pm

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Quote:13/45

Yaddle, Jedi MasterRepublicCost 34

HP 90Def 21Att +11Dam 20

Special AbilitiesUnique. Melee Attack; Double Attack

Mettle [If this character spends 1 Force point to reroll, add +4 to the result]

Morichr Style [Enemies within 6 gain Speed 4 and -4 attack]

Force PowersForce 2. Force Renewal 2; Master of the Force 2

Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11]

Force Sacrifice [Force 3: Usable anytime. This turn allies' cannot have their Hit Points reduced below 10. At the end of this turn this character is defeated]

Commander EffectUnique Republic allies under this characters cost with a force rating and a lightsaber who do not have either Lightsaber Defense or Force Renewal, gain Mettle, Lightsaber Defense and Force Renewal 1.

"She embraced, and, eventually achieved unity with the Force."―Even Piell

There's a lot about her that is very interesting. My main idea here is to try and improve (mostly) clone strike era Jedi. You know - the crappy ones from the first couple of sets that never get used anymore. Since I don't think you can really say, "Republic allies from the Clone Strike and Revenge of the Sith sets" - it's hard to isolate them.

Well once I got to thinking, what were some abilities that practically everyone and their mom has now? Lightsaber Defense (a jedi staple post WotC) and Renewal (a common factor even in the last half of WotC). When I did a Bloomilk search on who had neither, there were very very few left who were any good. I think this is a good target group.

Of these 31, 9 are from Clone Strike, 4 from RotS. Only 5 are from the vsets, and the rest are all WotC. The best of the lot are Dark Woman and Coleman Trebor - but I don't think either is broken (and I don't know how to disclude them).

So although not perfect - I think this is a pretty good net to get what we want.

Beyond that - her FPs and SAs could be numerous. I wanted to keep her cost down (both to disclude certain allies that would otherwise qualify, like Anakin on Stap and Yodabuck, and so you can fit more old crappy jedi in with her).

From Wookieepedia -

Quote:

Yaddle's exposure to little-known aspects of the Force granted her powers rarely used by Jedi, including the ancient and forbidden Jedi combat art of Morichro, a technique which enabled the user to rapidly slow down the bodily functions of its target to the point of death.

Hope this approximation works.

She did also use Force Light, but I decided not to use it both because of keeping cost down and card space, but also because that ability is not that great.

Force Sacrifice because of this:

(From Wookieepedia)

Quote:

Yaddle used the Force to absorb the bomb into herself, imploding and unfortunately dying, making sure that nobody on Mawan would be exposed to the lethal chemical explosion.

Might be a minor strafe/gallop counter (although at great cost)==================

urbanshmi2 Cool. When I first saw the CE I thought it was excessively complex, but I think it could work with minor rewording.

I really like the approximation of Morichro Style--makes sense.===========================

TimmerB123

Quote:

urbanshmi2 wrote:Cool. When I first saw the CE I thought it was excessively complex, but I think it could work with minor rewording.

I really like the approximation of Morichro Style--makes sense.

Glad you like it, but I'm not sure I do now. In the end it's pretty severe Melee hate. 6 away but gain speed 4? Can't attack her then.

Suggestions?=============================

urbanshmi2

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TimmerB123 wrote:

Quote:

urbanshmi2 wrote:Cool. When I first saw the CE I thought it was excessively complex, but I think it could work with minor rewording.

I really like the approximation of Morichro Style--makes sense

.

Glad you like it, but I'm not sure I do now. In the end it's pretty severe Melee hate. 6 away but gain speed 4? Can't attack her then.

Suggestions?

Hmm, good point. I'll have to think about it. It just seems like a really cool ability (slowing down an enemy's vital functions), and I'm not sure how to approximate it in-game.=============================

fingersandteeth reading up on Morichro its going to be hard to implement it as a lightsaber style.

I mean, i basically puts the target into a coma. Its a directed ability, not a passive thing that is the result of the LS style like makashi or djem so etc.

If you have it as a bubble around her then she generally messes around with anyone who comes close which is generally melee guys.

Also, being a force power, it shouldn't be able to act in Ysalimiri. It seems to be a stunning ability like perhaps it could be a persistent stun like force corruption but the loss of the save upon activation means you remain activated.

Also, Yaddle is one of the few jedi to have been known to use Force light. With her intention to boost lesser Jedi with her CE, that would be very handy to have.The ability already exists and seldom used. I think it would fit really well on what you have as the preliminary stat point.

Lastly, she should end up with some pretty awesome force powers and as a result should not be less than Jorus C'baoth. She could have rapport for the cheaper jedi (the ones she boosts) to offeset the increase in cost

i don't know if Morichro below will work as written. Its a new precedent of attempting a save to activate or remaining activated. That might not work rule wise.

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TimmerB123 wrote:Quote:13/45

Yaddle, Jedi MasterRepublicCost 44

HP 90Def 21Att +11Dam 20

Special AbilitiesUnique. Melee Attack; Double AttackMettle [If this character spends 1 Force point to reroll, add +4 to the result]Rapport [Unique Republic allies under this characters cost with a force rating and a lightsaber who do not have either Lightsaber Defense or Force Renewal cost 2 less]

Force PowersForce 2. Force Renewal 2; Master of the Force 2

Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11]

Force light [Force 4, usable only on this character's turn: Until the end of the round, this character gains the following Force ability: Enemy characters within 6 squares cannot spend Force points or benefit from allied Force powers. Enemy Force abilities within 6 are suppressed.]

Force Sacrifice [Force 3: Usable anytime. This turn allies' cannot have their Hit Points reduced below 10. At the end of this turn this character is defeated]

Morichro [Force 2: replaces attacks: range 6, target living enemy is activated, save 16. When the affected character next attempts to activate, it must attempt a save of 11. On a failure, that character is considered already activated and must attempt a save when it attempts to activate next round, on a success it activates normally and requires no more saves to activate.]

Commander EffectUnique Republic allies under this characters cost with a force rating and a lightsaber who do not have either Lightsaber Defense or Force Renewal, gain Mettle, Lightsaber Defense and Force Renewal 1.

"She embraced, and, eventually achieved unity with the Force."―Even Piell

============================

TimmerB123 I see where you are going on this, not against it.

First off isn't this a rapport nightmare for Dave?

That aside - I got several cool suggestions from TJ and Dave about Morichro. I'm pondering and I may make a blend of a few of them and post it soo. Deri - I think yours could potentially be too brutal. 2-3 failed saves means that character is likely done for good.

Force light really isn't that great of a PF. Especially for 4 PFs. We can put it on there but I'm thinking room is gonna be a big issue on her card.

Also - I totally left off any connection with Oppo Rancisis - her padawan. I'd like to have some connection. Synergy, camaraderie, (probably not rapport if Deri's suggestion flies)=======================

TimmerB123 Side note completely off topic -

TJ and Dave. Hilarious - hadn't made that connection before. In addition to two of our amazing QC/rules/do-everything-awesome guys - Two of the most famous improv guys in Chicago that have a long running improv show are named TJ and Dave. You may have seen the Sonic commercials.

TimmerB123 Morichro [Force 2: replaces attacks; Target enemy within 6 gains Speed 4, -4 attack and cannot make attacks of opportunity until the end of this character's next turn]

I really wanted to keep the speed hinderance in there somehow. Force users can just spend a FP to base her still, Vong aren't effected, and I doubt you'd replace her attacks to slow anyone else down. Thoughts?=========================

TimmerB123 wrote:Morichro [Force 2: replaces attacks; Target enemy within 6 gains Speed 4, -4 attack and cannot make attacks of opportunity until the end of this character's next turn]

I really wanted to keep the speed hinderance in there somehow. Force users can just spend a FP to base her still, Vong aren't effected, and I doubt you'd replace her attacks to slow anyone else down. Thoughts?

I like the mechanism. I also think it would probably be ok as a zero-time on her turn, as Deri said.==========================

Mettle [If this character spends 1 Force point to reroll, add +4 to the result]

Rapport [Unique Republic allies under this character's cost with a force rating and a lightsaber who do not have either Lightsaber Defense or Force Renewal cost 2 less]

Force PowersForce 2. Force Renewal 2; Master of the Force 2

Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11]

Force Sacrifice (Force 3: Whenever this character an ally takes damage on an opponent's turn, all characters in your squad may not have their hit points reduced below 10 until the end of the turn. At the end of the turn, this character is defeated.)

Morichro [Force 2: usable only on this character's turn; Target enemy within 6 gains Speed 4, -4 attack and cannot make attacks of opportunity until the end of this character's next turn]

Commander EffectUnique Republic allies under this character's cost with a force rating and a lightsaber who do not have either Lightsaber Defense or Force Renewal, gain Mettle, Lightsaber Defense and Force Renewal 1.

"She embraced, and, eventually achieved unity with the Force."―Even Piell

Force Sacrifice [Force 3: Usable anytime. This turn allies' cannot have their Hit Points reduced below 10. At the end of this turn this character is defeated]

What would happen if she used this ability, and then the enemy killed her? (Say she had 10 hp left and was in front of her squad facing a strafer) Would the ability still last until the end of the turn, or would it "shut off"?

If it would shut off - we might have to go with:

Force Sacrifice [Force 3: Usable anytime. This turn characters in your squad (including this character) cannot have their Hit Points reduced below 10. At the end of this turn this character is defeated]=========================

We're doing a similar (if not the same) timing with Trigger Defeat. If that type of thing is going to become more prevalent, then it might make sense to define it to spare all the extra wording, but adding new core game rule is not a decision to be made lightly.

Quote:Force Sacrifice [Force 3: Usable whenever a character in your squad (including this character) were to take damage. This turn characters in your squad (including this character) cannot have their Hit Points reduced below 10. At the end of this turn this character is defeated]

Quote:Force Sacrifice [Force 3, usable whenever this character or an ally would take damage: For the rest of the turn, no character in your squad can have its Hit Points reduced below 10. At the end of the turn, this character is defeated.]

Mettle [If this character spends 1 Force point to reroll, add +4 to the result]

Rapport [Unique Republic characters under this character's cost with a force rating and a lightsaber who do not have either Lightsaber Defense or Force Renewal cost 2 less]

Force PowersForce 2. Force Renewal 2; Master of the Force 2

Force Sacrifice [Force 3, usable on an enemy's turn whenever this character or an ally would take damage: For the rest of the turn, no character in your squad can have its Hit Points reduced below 10. At the end of the turn, this character is defeated.]

Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11]

Morichro [Force 2, usable only on this character's turn: range 6; Target enemy gets -4 Attack, gains Speed 4 and cannot make attacks of opportunity until the end of this character's next turn, or until she is defeated]

Commander EffectUnique Republic allies under this character's cost with a force rating and a lightsaber who do not have either Lightsaber Defense or Force Renewal, gain Mettle, Lightsaber Defense and Force Renewal 1.

"She embraced, and, eventually achieved unity with the Force."―Even Piell

It's not easy to explain why and how much I dislike the word salad that makes up Rapport and the CE. Fortunately, I don't really need to. They wreak enough havoc on card space to scrap them for that reason alone.

The intent is admirable, but broad-brush boosts to crappy pieces are tricky to limit to just what really needs it, and have potential to impact future design. I would recommend picking a couple old characters that fit in her story line, and maybe they even fall into the group you are aiming at, then boost those pieces specifically.

It would be much simpler, and make for a better looking card. Please think about it. ===============================

It's not easy to explain why and how much I dislike the word salad that makes up Rapport and the CE. Fortunately, I don't really need to. They wreak enough havoc on card space to scrap them for that reason alone.

The intent is admirable, but broad-brush boosts to crappy pieces are tricky to limit to just what really needs it, and have potential to impact future design. I would recommend picking a couple old characters that fit in her story line, and maybe they even fall into the group you are aiming at, then boost those pieces specifically.

It would be much simpler, and make for a better looking card. Please think about it.

I've been waiting for this comment

I understand what you are saying and am considering it thoroughly.

I'm glad you at least think the intent is admirable.

If only we could say, "characters from the clone strike set" I'd be happy==============================

Seeing as Qui-Gon's CE is kinda doing the same thing why not just have Yaddle play the support role? Sacrifice is really good, her D is really good. Why not have her CE just be Allies gain Mettle? Somewhere around 30 as her cost and her debuff powers with that CE would give her her own little niche. And Reroll saves Yoda would pair incredibly well with her.

I kinda feel like she's trying to do too much and rehash Master Yoda when just a debuff/booster for republic at a nice price point is probably more her speed.=============================

I was going to suggest something sorta similar to Master Yoda, but scoped toward this:

Quote:

Quote:During her time as a Jedi, Yaddle represented the Jedi Council on many off world missions. She went to Asmeru in 33 BBY with a group of Jedi including Vergere, Saesee Tiin, Depa Billaba and Qui-Gon Jinn, as well as his Padawan Obi-Wan Kenobi, where they were attacked by Nebula Front members, but managed to defeat them.

Commander Effect (?)Allies named Saesee Tiin, Depa Billaba, or Qui-Gon Jinn may make an immediate attack at the end of their turn.

So, not exactly like Master Yoda, and for just those pieces. I'm not sure I'm thinking through it correctly, but if I am, it would be kinda kickass with Master Yoda. Move 12, immediate attack, then Yoda's attack. If that doesn't fly, oh well, it's close to his, but better as they can basically double/triple standing still.

Just a half-baked idea I was having some fun with. Weeks makes sense, she's pretty good on her own without doing much for others.

But hey, Shaak Ti (JM) filled her spot on the council after she died, and dying is part of her thing, so maybe Yaddle could hand over some power to her when she goes. K, I'll shut up now.

Weeks wrote:Seeing as Qui-Gon's CE is kinda doing the same thing why not just have Yaddle play the support role? Sacrifice is really good, her D is really good. Why not have her CE just be Allies gain Mettle? Somewhere around 30 as her cost and her debuff powers with that CE would give her her own little niche. And Reroll saves Yoda would pair incredibly well with her.

I kinda feel like she's trying to do too much and rehash Master Yoda when just a debuff/booster for republic at a nice price point is probably more her speed.

It's funny, Quiggy started out with something different as a CE and was changed to what it is now. Yaddle's main focus was to attempt to make the currently unplayable old Jedi playable. Perhaps they are perminantly unplayable.

That aside, there is a very specific reason she has to be 44points or more: Jorus C'boath Jedi Master. (how quickly everyone forgets)

Between Froce Sacrifice and Morichro, those force powers would be very strong on, say a 14 pt piece.

We spent a good bit of energy shaping those two force powers, and I think in a way those have become the focus of this piece.

I am happy with Force Sacrifice, even if it will only come up in very specific circumstances. It's more the threat of the option rather than using it frequently. I am totally fine with that.

Morichro is interesting and new. On an important 44 pt piece - could be good. With Jorus giving it out - likely broken.

Correct me if I am wrong, but Swinefeld - the big issue is the rapport, correct? Not the CE?

So I think we are at a point where we just need to drop rapport all together, instead of trying to tie it in with the CE.

That's a good first step.

As far as her CE just giving out mettle to everyone, that wouldn't work. There would have to be a limit. (Her cost or under, etc.) We don't want a map full of mini GOWKs. Can you imagine giving new Ani/Obi Mettle? Nuts!!!

I really think we need to keep her at 44pts (or higher) and make her worth that.==============================

TimmerB123 wrote:Weeks wrote:Seeing as Qui-Gon's CE is kinda doing the same thing why not just have Yaddle play the support role? Sacrifice is really good, her D is really good. Why not have her CE just be Allies gain Mettle? Somewhere around 30 as her cost and her debuff powers with that CE would give her her own little niche. And Reroll saves Yoda would pair incredibly well with her.

I kinda feel like she's trying to do too much and rehash Master Yoda when just a debuff/booster for republic at a nice price point is probably more her speed.

It's funny, Quiggy started out with something different as a CE and was changed to what it is now. Yaddle's main focus was to attempt to make the currently unplayable old Jedi playable. Perhaps they are perminantly unplayable.

That aside, there is a very specific reason she has to be 44points or more: Jorus C'boath Jedi Master. (how quickly everyone forgets)

Between Froce Sacrifice and Morichro, those force powers would be very strong on, say a 14 pt piece.

We spent a good bit of energy shaping those two force powers, and I think in a way those have become the focus of this piece.

I am happy with Force Sacrifice, even if it will only come up in very specific circumstances. It's more the threat of the option rather than using it frequently. I am totally fine with that.

Morichro is interesting and new. On an important 44 pt piece - could be good. With Jorus giving it out - likely broken.

Correct me if I am wrong, but Swinefeld - the big issue is the rapport, correct? Not the CE?

So I think we are at a point where we just need to drop rapport all together, instead of trying to tie it in with the CE.

That's a good first step.

As far as her CE just giving out mettle to everyone, that wouldn't work. There would have to be a limit. (Her cost or under, etc.) We don't want a map full of mini GOWKs. Can you imagine giving new Ani/Obi Mettle? Nuts!!!

I really think we need to keep her at 44pts (or higher) and make her worth that.

Ani/Obi get mettle and init control for 16 points. Yaddle doesn't really work with them. Making bad pieces to help bad pieces doesn't work. We tried that with Master Yoda and he's not played.=================================

Of course it doesn't. The goal is to make a good piece that helps bad ones.

Perhaps that is not going to happen with this piece now.

Re-reading through this thread was enlightening. I think sometimes we forget how we got to a certain point with a fig, and just see where it's at now and make knee-jerk reactions to change it (I'm guilty too).

As a side note, this made me giggle:

from September 15th, 2014:

Quote:

TimmerB123 wrote:I see where you are going on this . . . First off isn't this a rapport nightmare for Dave?

So consider the rapport gone. The CE in flux. Let's talk about the new force powers and Jorus. Let's get that sorted out first.================================

Like I said - We spent a good bit of energy shaping those two force powers, and I think in a way those have become the focus of this piece.

I certainly don't want to make deep strikers better. That is already a tried and true proven method. The only thing that tempers it is the fact that the deep striker is then in extreme danger.

We specifically made morichro a force power rather than an SA or CE in part to not screw the Vong. They are mostly melee and don't have the FP to make up for the -2 speed penalty. Other factions can deal with it, it's just a hinderance, not making it so someone can stay completely safe within 6 of a big baddie.

As far as what is next with this character, I really think we should focus on how to handle Jorus and her. Scrapping the entire thing and starting over (which is essentially what some of the above suggestions boil down to) should be the absolute last option.===============================

Yeah I don't want to start completely over. I dont' have time to read through everything at the moment. I will try to look through it tonight and if the other designers can look at t as well and then the 4 of us can come together on what we think will be the right directions.

Thanks to everyone for providing input on this.===============================

Just went through some of the (many, many) Facebook vset 10 design team facebook threads. There's a lot of good insight there. We had Yaddle aimed at a power level 6 (of 10). So a fun piece, but not top tier. I think costing at 44 or above with some of the general ideas that we have with her will most likely put her squarely in that power range. Dropping her to 30 would certainly bump her up the power scale, not to mention the issues with Jorus.==========================

Part of the original goal was to help Jedi get across the board without getting smoked.

Dropping the "without LS Defense" clause, and instead of it giving out 3 abilities, only give out 2. Soresu Style and Force Renewal 1

It took off a good couple of lines in the CE, and dropping the rapport is a huge relief to card space (as well as Swinefeld, I am sure)

Obviously gave her Soresu Style too.

Dropping MotF 2 (to prevent her being a super evader).

Quote:

Quote:13/45

Yaddle, Jedi MasterRepublicCost 44

HP 90Def 21Att +11Dam 20

Special AbilitiesUnique. Melee Attack; Double Attack

Camaraderie [An ally named Oppo Rancisis gains Mettle]

Mettle [If this character spends 1 Force point to reroll, add +4 to the result]

Soresu Style [When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11]

Force PowersForce 2. Force Renewal 2.

*Force Sacrifice [Force 3, usable on an enemy's turn whenever this character or an ally would take damage: For the rest of the turn, no character in your squad can have its Hit Points reduced below 10. At the end of the turn, this character is defeated.]

Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11]

*Morichro [Force 2, usable only on this character's turn: range 6; Target enemy gets -4 Attack, gains Speed 4 and cannot make attacks of opportunity until the end of this character's next turn, or until she is defeated]

Commander EffectUnique Republic allies under this character's cost with a force rating and a lightsaber, and who do not have force renewal gain Soresu Style and Force Renewal 1.

"She embraced, and, eventually achieved unity with the Force."―Even Piell

To be clear - my comments really only pertain to the Rapport and CE, and attempting to boost old pieces. I like her own bag of tricks a lot.

There were way too many qualifiers, because it was trying to catch way too much. It was hard to read, write, and came off as forced.===============================TimmerB123 Offline Post subject: Re: 13. Yaddle, Jedi MasterPostPosted: Thu Feb 05, 2015 5:37 pm

Is this attempt better?

It's shaved down considerably. And the rapport is gone alltogether

I took the qualifiers (minus not having force renewal) directly from (ironically) Jorus.================================

That's a big list (44). Admittedly, it does catch a lot of what you were aiming for, and many of those pieces could certainly use the boosts, but I'm quite certain some others were deliberately designed with certain weaknesses, static force etc. for a reason.

I don't have a problem with having multiple qualifiers to scope a CE, if it works...============================

Nearly the same number I had on my list, and even though the CE would end up being as long, it's less convoluted.

None of these have renewal, so that is certainly an option. We could do Soresu for a defensive slant - LS assault to give them an offensive punch.

We could probably do all 3. The only ones on that list that aren't total crap are Coleman Trebor and The Dark Woman. And Dark Woman has force cloak already, so Soresu isn't the biggest help. Also won't be able to force phase and LS assault (can't have Jorus on this squad to help her do that either).

Jax is decent, but really only in rebels with all that help. I guess you could set up a czerka and get a LS assault twin, but you've earned it if you can set that up.

Since she is 44 points, and no rapport to help offset that - I think whatever it is needs to be good.

Is this too crazy?

Quote:

Quote:Unique Republic allies with a lightsaber who are below this character's cost, without either Double Attack, Triple Attack or Twin Attack, gain Soresu Style, Lightsaber Assault and Force Renewal 1.

We'd give her Soresu and LS assault (maybe even drop double off her). I assume we would not need to define force renewal 1.

That would leave nothing to define within the CE==========================

Joined: Mon Oct 08, 2007 9:01 pmPosts: 4293Location: Chicago, IL So since Mace on AT-RT has double and I was wrong about Pong - we don't even need the "below this characters cost" clause. Certainly shortens it up a bit.

This is Jorus' ability (and it's worse, since it's an PF and not a CE)

Quote:

Quote:Force 3, replaces turn: Until the end of this characters next turn, he gains the following Force ability: Once per turn, Unique Republic allies with a Force rating and a lightsaber may use a Force power from another Living Unique Republic character in your squad (including this character) as if it was their own. Unique Republic allies with a Force rating may use this character’s Force points as well as their own. (A character still can't spend Force points more than once per turn and can't combine its own Force points with this character's.) When this character next activates, he joins the opponent’s squad; save 6. This Force power may not be shared.

As for another CE, I randomly picked Pong Krell.

Quote:

Quote:Whenever an ally with Order 66 would be defeated, it returns to its squad's setup area with full Hit Points instead; save 16. On a failure, that ally is defeated and all other allies with Order 66 get +1 Attack. (This bonus is cumulative.)

Mettle [If this character spends 1 Force point to reroll, add +4 to the result]

Soresu Style [When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11]

Force PowersForce 2. Force Renewal 2.

*Force Sacrifice [Force 3, usable on an enemy's turn whenever this character or an ally would take damage: For the rest of the turn, no character in your squad can have its Hit Points reduced below 10. At the end of the turn, this character is defeated.]

Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11]

*Morichro [Force 2, usable only on this character's turn: range 6; Target enemy gets -4 Attack, gains Speed 4 and cannot make attacks of opportunity until the end of this character's next turn, or until she is defeated]

Mettle [If this character spends 1 Force point to reroll, add +4 to the result]

Soresu Style [When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11]

Force PowersForce 2. Force Renewal 2.

*Force Sacrifice [Force 3, usable on an enemy's turn whenever this character or an ally would take damage: For the rest of the turn, no character in your squad can have its Hit Points reduced below 10. At the end of the turn, this character is defeated.]

Lightsaber Assault [Force 1, replaces attacks: Make 2 attacks]

*Morichro [Force 2, usable only on this character's turn: range 6; Target enemy gets -4 Attack, gains Speed 4 and cannot make attacks of opportunity until the end of this character's next turn, or until she is defeated]

So adding Master Speed, dropping Camaraderie (sorry oppo!). It was more for flavor anyway.

Quote:

Quote:13/45

Yaddle, Jedi MasterRepublicCost 44(Small Base)

HP 90Def 21Att +11Dam 20

Special AbilitiesUnique. Melee Attack; Double Attack

Mettle [If this character spends 1 Force point to reroll, add +4 to the result]

Soresu Style [When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11]

Force PowersForce 2. Force Renewal 2.

*Force Sacrifice [Force 3, usable on an enemy's turn whenever this character or an ally would take damage: For the rest of the turn, no character in your squad can have its Hit Points reduced below 10. At the end of the turn, this character is defeated.]

Lightsaber Assault [Force 1, replaces attacks: Make 2 attacks]

Master Speed [Force 1: This character can move 6 extra squares on its turn as part of its move]

*Morichro [Force 2, usable only on this character's turn: range 6; Target enemy gets -4 Attack, gains Speed 4 and cannot make attacks of opportunity until the end of this character's next turn, or until she is defeated]

Mettle [If this character spends 1 Force point to reroll, add +4 to the result]

Force PowersForce 2. Force Renewal 2.

*Force Sacrifice [Force 3, usable on an enemy's turn whenever this character or an ally would take damage: For the rest of the turn, no character in your squad can have its Hit Points reduced below 10. At the end of the turn, this character is defeated.]

Lightsaber Assault [Force 1, replaces attacks: Make 2 attacks]

Master Speed [Force 1: This character can move 6 extra squares on its turn as part of its move]

*Morichro [Force 2, usable only on this character's turn: range 6; Target enemy gets -4 Attack, gains Speed 4 and cannot make attacks of opportunity until the end of this character's next turn, or until she is defeated]

Kind of hard to check everything, but on a quick scan, we have only left Evade undefined on Epic Boba, and Jango Assassin (mainly due to the inefficient original Saber Dart wording). Soresu fits, even though it's tight, and seems like better flavor for a bunch of Jedi.

On the other hand, Evade might make the Jedi Instructor barely playable.

Earlier, it seemed like you were trying to avoid her being a super-evader. Change of heart?

Just bringing it up so Mettle gets a good look in the next batch of PTs. If something has to go, MotF seems much more useful to her overall than Mettle.=============================

So I don't know if this helps or not, but the following yields almost the exact same list of beneficiaries:

Quote:

Quote:Unique Republic allies with a light saber and a printed Attack value of 13 or less who do not have either Double Attack or Twin Attack...

I just don't know what can be done to make her more useful. We always wanted the list of recipients to be crappy, but it's hard to find something that will be useful to all. Still thinking about this.====================================

Mettle [If this character spends 1 Force point to reroll, add +4 to the result]

Force PowersForce 2. Force Renewal 2.

*Force Sacrifice [Force 3, usable on an enemy's turn whenever this character or an ally would take damage: For the rest of the turn, no character in your squad can have its Hit Points reduced below 10. At the end of the turn, this character is defeated.]

Lightsaber Assault [Force 1, replaces attacks: Make 2 attacks]

Master Speed [Force 1: This character can move 6 extra squares on its turn as part of its move]

*Morichro [Force 2, usable only on this character's turn: range 6; Target enemy gets -4 Attack, gains Speed 4 and cannot make attacks of opportunity until the end of this character's next turn, or until she is defeated]

Mettle [If this character spends 1 Force point to reroll, add +4 to the result]

Shien Style [When hit by a nonmelee attack, this character takes no damage with a save of 11 and the attacker takes 10 damage; save 11]

Force PowersForce 2. Force Renewal 2.

*Force Sacrifice [Force 3, usable on an enemy's turn whenever this character or an ally would take damage: For the rest of the turn, no character in your squad can have its Hit Points reduced below 10. At the end of the turn, this character is defeated.]

Lightsaber Assault [Force 1, replaces attacks: Make 2 attacks]

Master Speed [Force 1: This character can move 6 extra squares on its turn as part of its move]

*Morichro [Force 2, usable only on this character's turn: range 6; Target enemy gets -4 Attack, gains Speed 4 and cannot make attacks of opportunity until the end of this character's next turn, or until she is defeated]

Shien Style [When hit by a nonmelee attack, this character takes no damage with a save of 11 and the attacker takes 10 damage; save 11]

Force PowersForce 2. Force Renewal 2. Master of the Force 2.

*Force Sacrifice [Force 3, usable on an enemy's turn whenever this character or an ally would take damage: For the rest of the turn, no character in your squad can have its Hit Points reduced below 10. At the end of the turn, this character is defeated.]

Lightsaber Assault [Force 1, replaces attacks: Make 2 attacks]

Master Speed [Force 1: This character can move 6 extra squares on its turn as part of its move]

*Morichro [Force 2, usable only on this character's turn: range 6; Target enemy gets -4 Attack, gains Speed 4 and cannot make attacks of opportunity until the end of this character's next turn, or until she is defeated]

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